Merge branch 'main' into lucasjoshua

This commit is contained in:
Luca Conte 2024-12-23 20:44:31 +01:00
commit c14f7d5bfe
19 changed files with 933 additions and 106 deletions

View File

@ -1,3 +1,8 @@
/**
* Die Klasse AiPlayer ist die Basis für alle Ki Spieler und jede Spezifische Ki erweitert diese Klasse.
* @author Florian und Florian
* */
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
@ -6,19 +11,34 @@ import java.util.Random;
public abstract class AiPlayer extends LocalPlayer implements Runnable {
/**
* Liste aller erstellten ShootThreads
*/
List<Thread> shootThreads;
/**
* Konstruktor
*/
public AiPlayer() {
this.setName("AI Player");
this.shootThreads = new ArrayList<>();
}
/**
* Gibt einen zufälligen Punkt im Spielfeld zurück.
* @return Ein zufälliger Punkt
*/
public Point RandomPoint() {
Random random = new Random(); // Pseudo Random für zufallszahlen
int posx = random.nextInt(super.board.getSize()); // Generiert 0 - 13
int posy = random.nextInt(super.board.getSize()); //
return new Point(posx,posy);
}
/**
* Initialisiert das Board.
* @param size größe des Boards
*/
@Override
public void createBoard(int size) {
super.createBoard(size);
@ -26,30 +46,39 @@ public abstract class AiPlayer extends LocalPlayer implements Runnable {
this.ready();
}
/**
* Ki Methode zum zufälligen Setzten der Schiffe
*/
public void aiSetShips() {
for(int i = 0; i < super.board.getShips().size(); i++) { // Interiert durch alle Shiffe
//TODO: set horizontal
while(!super.board.getShips().get(i).setPosition(RandomPoint(), true, super.board.getShips(), super.board.getSize())) {}
} // Versucht das Aktuelle Shiff zu setzten und wiederholt solange bis es funktioniert
} // Versucht das aktuelle Schiff zu setzten und wiederholt solange bis es funktioniert
return;
}
/**
* Ki Methode zum zufälligen Schießen auf das gegnerische Board.
*/
public void aiShoot() {
if (!this.myTurn) return;
this.enemy.receiveShoot(RandomPoint());
return;
}
@Override
public synchronized void receiveHit(HitResponse hitResponse) {
// Eltern-Klasse LocalPlayer updatet myTurn
super.receiveHit(hitResponse);
if (this.myTurn) {
// Neuer Schuss wird erstellt und gestartet.
Thread t = new Thread(this);
t.start();
this.shootThreads.add(t);
}
}
@Override
public synchronized void receiveShoot(Point point) {
super.receiveShoot(point);
@ -59,8 +88,11 @@ public abstract class AiPlayer extends LocalPlayer implements Runnable {
this.shootThreads.add(t);
}
}
/**
* Wird aufgerufen, wenn in determineCoinToss festgestellt wurde das die Ki anfängt.
* Erster Schuss wird gestartet.
*/
@Override
public void beginTurn() {
Thread t = new Thread(this);
@ -68,6 +100,10 @@ public abstract class AiPlayer extends LocalPlayer implements Runnable {
this.shootThreads.add(t);
}
/**
* Closes past threads and tries firing a shot.
* @author Luca Conte
*/
public void run() {
Iterator<Thread> i = this.shootThreads.iterator();
while(i.hasNext()) {
@ -85,7 +121,7 @@ public abstract class AiPlayer extends LocalPlayer implements Runnable {
}
try {
Thread.sleep(300);
Thread.sleep(250);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
@ -93,4 +129,24 @@ public abstract class AiPlayer extends LocalPlayer implements Runnable {
this.aiShoot();
}
}
/**
* Closes all running threads and does some cleanup work so the garbage collector will delete the player
* @author Luca Conte
*/
@Override
public void destroy() {
super.destroy();
Iterator<Thread> i = this.shootThreads.iterator();
while(i.hasNext()) {
Thread thread = i.next();
try {
thread.join();
i.remove();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}

View File

@ -7,6 +7,10 @@ import java.net.InetSocketAddress;
import java.net.ServerSocket;
import java.net.Socket;
/**
* Provides an Interface to communicate using a socket asynchronously
* @author Luca Conte
*/
public class AsyncSocket {
private Socket socket;
private Thread checkerThread;
@ -19,6 +23,12 @@ public class AsyncSocket {
private BufferedReader in;
private BufferedWriter out;
/**
* Creates a socket server and turns the first incoming connection into an AsyncSocket
* @param port the port to listen on for a connection
* @param handler the handler that will be called when a message is received
* @author Luca Conte
*/
public AsyncSocket(int port, AsyncSocketListener handler) {
this.setHandler(handler);
@ -45,6 +55,12 @@ public class AsyncSocket {
this.connectorThread.start();
}
/**
* Connects to the address provided and turns the resulting socket into an AsyncSocket
* @param address the socket address to connect to
* @param handler the handler that will be called when a message is received
* @author Luca Conte
*/
public AsyncSocket(InetSocketAddress address, AsyncSocketListener handler) {
this.setHandler(handler);
@ -68,11 +84,22 @@ public class AsyncSocket {
this.connectorThread.start();
}
/**
* @param socket the socket to be wrapped in an AsyncSocket
* @param handler the handler that will be called when a message is received
* @author Luca Conte
*/
public AsyncSocket(Socket socket, AsyncSocketListener handler) throws IOException {
this.setHandler(handler);
this.initSocket(socket);
}
/**
* creates input and ouput writer / readers as well as a checker thread to repeatedly check
* for incoming messages
* @param socket the socket to be wrapped
* @author Luca Conte
*/
private void initSocket(Socket socket) throws IOException {
System.out.println("Initialising sockets");
this.socket = socket;
@ -122,17 +149,39 @@ public class AsyncSocket {
this.flushBuffer();
}
/**
* sets the message handler for the async socket
* @param handler the `AsyncSocketListener` to be set as the new handler
* @author Luca Conte
*/
public void setHandler(AsyncSocketListener handler) {
this.handler = handler;
}
/**
* sends a message through the socket
* @param socketPackage the socket package to be sent
* @author Luca Conte
*/
public synchronized void send(SocketPackage socketPackage) {
this.sendLine(socketPackage.toString());
}
/**
* sends a message through the socket
* @param packageName the name of the package to be sent
* @author Luca Conte
*/
public synchronized void send(String packageName) {
this.send(packageName, "");
}
/**
* sends a message through the socket
* @param packageName the name of the package to be sent
* @param packageContent the content of the package to be sent.
* `packageName` and `packageContent` are joined with a space " "
* @author Luca Conte
*/
public synchronized void send(String packageName, String packageContent) {
if (packageContent.length() > 0) {
packageContent = " " + packageContent;
@ -140,11 +189,19 @@ public class AsyncSocket {
this.sendLine(packageName + packageContent);
}
/**
* sends a string of text into the socket, concatenated with CRLF
* @author Luca Conte
*/
public synchronized void sendLine(String message) {
sendBuffer = sendBuffer + message + "\r\n";
this.flushBuffer();
}
/**
* flushes the buffers to send all pending messages
* @author Luca Conte
*/
private synchronized void flushBuffer() {
if (!this.sendBuffer.isEmpty() && this.out != null) {
try {
@ -159,12 +216,19 @@ public class AsyncSocket {
}
}
/**
* closes the socket connection and removes the checker thread
* @author Luca Conte
*/
public void close() {
this.shouldStop = true;
try {
this.socket.close();
this.checkerThread.join();
if (this.checkerThread != null) {
this.checkerThread.interrupt();
this.checkerThread.join();
}
} catch (IOException e) {
e.printStackTrace();
} catch (InterruptedException e) {

View File

@ -1,3 +1,6 @@
/**
* @author Luca Conte
*/
public interface AsyncSocketListener {
public void receive(String message);
}

View File

@ -1,3 +1,7 @@
/**
* Die Board-Klasse repräsentiert das Spielfeld.
* @author Peer Ole Wachtel, Florian Alexy und Florian Hantzschel
*/
import java.util.ArrayList;
import java.util.List;
@ -8,7 +12,11 @@ public class Board {
private List<Ship> ships;
private final int size;
/**
* Initialisiert das Board und die zu Setzenden schiffe.
* @param size
* @author Peer Ole Wachtel, Florian Alexy und Florian Hantzschel
*/
public Board(int size) {
this.size = size;
this.ships = new ArrayList<>();
@ -42,6 +50,12 @@ public class Board {
return response;
}
/**
* finds adjacened hit responses and sets their type to SUNK if they are currently HIT
* this makes it so that all the points of the ship are marked as SUNK, not just the final hit
* @param p the Point from which to propate the SUNK type
* @author Luca Conte
*/
private void propagateSunk(Point p) {
HitResponse hit = this.getHitResponseOnPoint(p);
@ -55,6 +69,11 @@ public class Board {
propagateSunk(new Point(p.getX(), p.getY() - 1));
}
/**
* creates all the ships on a board given a certain semester
* @param semester the semester to be played in
* @author Peer Ole Wachtel
*/
private void createShip(int semester){
List<ShipData> shipData = Ship.semeterList.get(semester-1);
for (int i = 0; i < shipData.size(); i++) {
@ -62,10 +81,22 @@ public class Board {
}
}
/**
* @return a list of all the Ships on the board
*/
public List<Ship> getShips() {
return ships;
}
/**
* adds a HitResponse to the list of Hits on the board
* If a hit response already exists on the same position, the hit response will not be added
* If the hit response is of type `HitResponseType.SUNK` it will propagate this hit response type
* to all adjacened hit responses with type HIT using `propagateSunk`.
* @param hitResponse the HitResponse to be added
* @return true when the hit response was added, otherwise false
*
*/
public synchronized boolean addHits(HitResponse hitResponse) {
if (this.getHitResponseOnPoint(hitResponse.getPoint()) == null){
this.hits.add(hitResponse);
@ -81,6 +112,10 @@ public class Board {
return false;
}
/**
* @param point the position to get the hit response from
* @return the hit response at the position `point`
*/
public synchronized HitResponse getHitResponseOnPoint(Point point) {
for (int i = 0; i < this.hits.size(); i++){
if (this.hits.get(i).getPoint().equals(point)){
@ -90,6 +125,9 @@ public class Board {
return null;
}
/**
* @return the size of the board
*/
public int getSize() {
return this.size;
}

View File

@ -56,11 +56,9 @@ public class GameBoard extends JPanel {
List<Ship> shipsP1 =p1.getBoard().getShips();
List<Ship> shipsP2 =p2.getBoard().getShips();
giveUpButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
frame.showPanel("MainMenu");
}
giveUpButton.addActionListener((e) -> {
frame.showPanel("MainMenu");
p1.withdraw();
});
}
@ -227,5 +225,8 @@ public class GameBoard extends JPanel {
public Player getP1() {
return p1;
}
public Player getP2() {
return p2;
}
}

View File

@ -5,28 +5,63 @@ import java.util.HashMap;
import java.util.List;
import java.util.Map;
/**
* The central Backend Component
* @author Luca Conte
*/
public class GameController {
private static MainFrame mainFrame;
/**
* @return the current MainFrame
* @author Luca Conte
*/
public static MainFrame getMainFrame() {
return GameController.mainFrame;
}
/**
* @param mainFrame the current MainFrame
* @author Luca Conte
*/
public static void setMainFrame(MainFrame mainFrame) {
GameController.mainFrame = mainFrame;
}
/**
* converts a semester to be played in into its respective board size
* @param semester the semester to be played in
* @author Luca Conte
*/
public static int semesterToBoardSize(int semester) {
return semester + 13;
}
/**
* converts a board size into its respective semester
* @param size the board size to get the semester of
* @author Luca Conte
*/
public static int boardSizeToSemester(int size) {
return size - 13;
}
/**
* the list of supported versions of the online protocol
* https://github.com/lgc-4/ProgProjekt-Netzwerkstandard
*/
public static HashMap<String, Class<? extends OnlinePlayer>> supportedVersions = new HashMap<>(Map.of(
"1.1.0", OnlinePlayer_1_1_0.class
));
/**
* Starts a game with one local player and one online player.
* @param localPlayerClass the class of the local player to be instantiated. must extend `LocalPlayer`
* @param localPlayerName the name of the local player. Only necessarry when localPlayerClass is `HumanPlayer`
* @param address the Address of the opposing player. If the hostname of the address is set to be 0.0.0.0, it
* is interpreted that this instance should instead listen on the defined port for incoming connections.
* @param size the board size that it is intended to be played in
* @author Luca Conte
*/
public static void startOnlineGame(Class<? extends LocalPlayer> localPlayerClass, String localPlayerName, InetSocketAddress address, int size) throws IOException {
AsyncSocket clientSocket;
@ -90,6 +125,7 @@ public class GameController {
/**
* finds the largest common version in two lists of version strings
* @return null if no common versions are found
* @author Luca Conte
*/
public static String findMostRecentVersion(List<String> versions1, List<String> versions2) {
if (versions1 == null || versions2 == null) return null;
@ -114,10 +150,13 @@ public class GameController {
/**
* compares two version strings
* @param version1 the first version to be compared
* @param version2 the second version to be compared
* @return
* 0 if versions are equal
* 1 if version1 is more recent than version2
* -1 otherwise
* @author Luca Conte
*/
public static int compareVersions(String version1, String version2) {
if (!checkVersionString(version1) || !checkVersionString(version2)) {
@ -143,11 +182,21 @@ public class GameController {
/**
* checks if a provided string matches the format of a version number
* @param versionString the version String to be checked
* @author Luca Conte
*/
public static boolean checkVersionString(String versionString) {
return versionString != null && versionString.matches("\\d+\\.\\d+\\.\\d+");
}
/**
* Starts a game with two local players
* @param localPlayerClass the class of the local player to be instantiated. must extend `LocalPlayer`
* @param localPlayerName the name of the local player. Only necessarry when localPlayerClass is `HumanPlayer`
* @param enemyClass the class of the enemy player. Must extend `AiPlayer`. For Humans VS Human games use an online game instead.
* @param size the board size that it is intended to be played in
* @author Luca Conte
*/
public static void startLocalGame(Class<? extends LocalPlayer> localPlayerClass, String localPlayerName, Class<? extends AiPlayer> enemyClass, int size) {
LocalPlayer localPlayer;
@ -175,6 +224,13 @@ public class GameController {
startGameWithInstancedPlayers(localPlayer, aiPlayer, size);
}
/**
* switches to the ingame screen
* @param p1 the first player. This player is always shown on the left side of the screen and is expected to be the Human player, if there is one.
* @param p2 the second player
* @param boardSize the board size to be played in
* @author Luca Conte
*/
public static void startGameWithInstancedPlayers(LocalPlayer p1, Player p2, int boardSize) {
mainFrame.showPanelSLG("GameBoard", boardSizeToSemester(boardSize), p1, p2);

View File

@ -1,4 +1,14 @@
public class HumanPlayer extends LocalPlayer {
/**
* shoots a shot onto the provided point on the enemy board
* if it is not the players turn, this method does nothing.
* @param point the location to be shot
* @author Luca Conte
*/
@Override
public void shoot(Point point) {
if (!this.myTurn) return;
enemy.receiveShoot(point);
}
}

View File

@ -8,8 +8,19 @@ public class LocalPlayer extends Player {
this.myCoin = random.nextBoolean();
}
/**
* receives a shot onto a point from the enemy
* @param point the location to be shot
* @author Luca Conte, Peer Ole Wachtel
*/
@Override
public synchronized void receiveShoot(Point point) {
if (!this.enemy.myTurn) {
System.out.println("enemy tried to fire when not their turn!");
return;
}
this.enemy.myTurn = false;
HitResponse hitResponse = board.getHitResponseOnPoint(point);
if (!(hitResponse == null)){
enemy.receiveHit(hitResponse);
@ -22,22 +33,34 @@ public class LocalPlayer extends Player {
switch (hitResponse.getType()) {
case HIT, SUNK -> this.myTurn = false;
case MISS -> this.myTurn = true;
case VICTORY -> GameController.getMainFrame().showPanelLose("", this); //TODO Was halt bei victory passiert ist hier wurder verloheren
case VICTORY -> this.lose();
}
GameController.getMainFrame().refreshGameBoard();
}
/**
* receives a hit response from the enemy as a response to a receiveShoot call
* @param hitResponse the hitresponse
* @author Peer Ole Wachtel
*/
@Override
public synchronized void receiveHit(HitResponse hitResponse) {
enemy.board.addHits(hitResponse);
switch (hitResponse.getType()) {
case HIT, SUNK -> this.myTurn = true;
case MISS -> this.myTurn = false;
case VICTORY -> GameController.getMainFrame().showPanelWin("", this); // TODO was halt beim victory passier ist hier wurde gewonnen
case VICTORY -> this.win();
}
GameController.getMainFrame().refreshGameBoard();
}
/**
* receives the enemies coin toss result
* this method does nothing if the player has already received the enemies coin
* it will also call `determineCoinToss`
* @param coin the coin of the enemy player
* @author Luca Conte
*/
@Override
public synchronized void receiveCoin(boolean coin) {
if (!this.hasReceivedCoin) {
@ -46,12 +69,19 @@ public class LocalPlayer extends Player {
}
}
/**
* sends shot to enemy player.
* should ONLY be called on HumanPlayer
*/
@Override
public void shoot(Point point){
this.myTurn = false;
enemy.receiveShoot(point);
return;
}
/**
* marks the player as ready, if all ships have been placed
* @author Luca Conte
*/
@Override
public synchronized void ready() {
for (Ship ship : this.board.getShips()) {
@ -60,4 +90,4 @@ public class LocalPlayer extends Player {
super.ready();
}
}
}

View File

@ -132,6 +132,12 @@ public class MainFrame extends JFrame {
if(player != gameBoard.getP1()){
return;
}
this.gameBoard.getP1().destroy();
this.gameBoard.getP2().destroy();
this.gameBoard.removeAll();
this.gameBoard = null;
WinScreen winScreen = new WinScreen(this);
mainPanel.add(winScreen, panelName);
mainPanel.revalidate();
@ -149,6 +155,12 @@ public class MainFrame extends JFrame {
if(player != gameBoard.getP1()){
return;
}
this.gameBoard.getP1().destroy();
this.gameBoard.getP2().destroy();
this.gameBoard.removeAll();
this.gameBoard = null;
LoseScreen looseScreen = new LoseScreen(this);
mainPanel.add(looseScreen,panelName);
mainPanel.revalidate();
@ -166,4 +178,4 @@ public class MainFrame extends JFrame {
}
this.gameBoard.refresh();
}
}
}

View File

@ -1,9 +1,15 @@
public abstract class OnlinePlayer extends Player implements AsyncSocketListener{
public abstract class OnlinePlayer extends Player implements AsyncSocketListener {
protected AsyncSocket socket;
protected int wantedBoardSize;
protected boolean hasReceivedCoinPackage;
/**
* Constructor
* @param size the size of the board the enemy player wants to play with
* the actual board size will be determined once the semester of the online partner is known
* @param socket an AsyncSocket to communicate with the enemy through
*/
public OnlinePlayer(Integer size, AsyncSocket socket) {
this.socket = socket;
this.wantedBoardSize = size;
@ -16,13 +22,17 @@ public abstract class OnlinePlayer extends Player implements AsyncSocketListener
public abstract void receive(String message);
@Override
public abstract void receiveShoot(Point point);
@Override
public abstract void receiveHit(HitResponse hitResponse);
@Override
public abstract void receiveCoin(boolean coin);
/**
* closes the socket and does player cleanup work
* @author Luca Conte
*/
@Override
public void destroy() {
super.destroy();
this.socket.close();
}
}

View File

@ -6,6 +6,12 @@ public class OnlinePlayer_1_1_0 extends OnlinePlayer {
}
/**
* receives a message from the AsyncSocket
* implemented according to version 1.1.0 of https://github.com/lgc-4/ProgProjekt-Netzwerkstandard
* @param message the message from the socket
* @author Peer Ole Wachtel, Luca Conte, Florian Hantzschel
*/
@Override
public void receive(String message) {
SocketPackage p = new SocketPackage(message);
@ -34,8 +40,8 @@ public class OnlinePlayer_1_1_0 extends OnlinePlayer {
case "COIN":
if(!this.hasReceivedCoinPackage && (p.getData().equals("1") || p.getData().equals("0"))){
this.myCoin = p.getData().equals("1");
this.ready();
this.hasReceivedCoinPackage = true;
this.ready();
}
break;
@ -52,7 +58,23 @@ public class OnlinePlayer_1_1_0 extends OnlinePlayer {
Point point = new Point(data.get(0));
int typeIndex = Integer.parseInt(data.get(1));
if (Point.isValidSyntax(data.get(0)) && typeIndex >= 0 && typeIndex < HitResponseType.values().length){
this.enemy.receiveHit(new HitResponse(typeIndex, point));
HitResponse hitResponse = new HitResponse(typeIndex, point);
this.enemy.receiveHit(hitResponse);
switch (hitResponse.getType()) {
case HIT, SUNK:
this.myTurn = false;
break;
case MISS:
this.myTurn = true;
break;
case VICTORY:
// GameController.getMainFrame().showPanelWin("", this.enemy);
break;
}
}
}
break;
@ -61,28 +83,66 @@ public class OnlinePlayer_1_1_0 extends OnlinePlayer {
//TODO CHAT
break;
case "WITHDRAW":
this.withdraw();
break;
default:
//nichts passier da Paket ungültig
break;
}
}
/**
* sends introduction package IAM to online partner.
* @author Luca Conte
*/
@Override
public synchronized void sendIAM() {
if (this.enemy == null) throw new RuntimeException("enemy has not yet been defined");
socket.send(new SocketPackage("IAM", GameController.boardSizeToSemester(this.wantedBoardSize) + " " + this.enemy.name));
}
/**
* receives a shot from the enemy and sends it to the online partner
* if it is not the enemies turn, this method does nothing.
* @param point the point to be shot
* @author Peer Ole Wachtel
*/
@Override
public synchronized void receiveShoot(Point point){
if (!this.enemy.myTurn) return;
super.socket.send(new SocketPackage("SHOOT",point.toString()));
}
/**
* receives a hitresponse from the enemy player and sends it to the online partner
* @param hitResponse the hitresponse to be sent
* @author Peer Ole Wachtel
*/
@Override
public synchronized void receiveHit(HitResponse hitResponse) {
switch (hitResponse.getType()) {
case HIT, SUNK:
this.myTurn = true;
break;
case MISS:
this.myTurn = false;
break;
case VICTORY:
// GameController.getMainFrame().showPanelLose("", this.enemy);
break;
}
super.socket.send(new SocketPackage("HIT", hitResponse.toString()));
}
/**
* receives the coin toss result from the enemy player and sends it to the online partner
* if this player has already received the enemies coin, this method does nothing.
* @param coin the result of the coin toss
* @author Peer Ole Wachtel, Luca Conte
*/
@Override
public synchronized void receiveCoin(boolean coin) {
if (!this.hasReceivedCoin) {
@ -94,6 +154,13 @@ public class OnlinePlayer_1_1_0 extends OnlinePlayer {
@Override
public synchronized void shoot(Point point) {
super.socket.send(new SocketPackage("SHOOT", point.toString()));
// SHOULD NEVER BE CALLED ON ONLINE PLAYER. ONLY ON HUMAN PLAYER
return;
}
}
@Override
public void receiveWithdraw() {
this.socket.send(new SocketPackage("WITHDRAW"));
super.receiveWithdraw();
}
}

View File

@ -20,6 +20,11 @@ public abstract class Player {
this.gameRunning = false;
}
/**
* initialises this players board
* @param size the size of the board to be created
* @author Peer Ole Wachtel
*/
public void createBoard(int size) {
this.board = new Board(size);
}
@ -30,25 +35,54 @@ public abstract class Player {
public abstract void shoot(Point point);
/**
* only relevant for AI Players.
* starts the first turn
* @author Luca Conte
*/
public void beginTurn() {
System.out.println("issa my turn-a");
}
/**
* sets the enemy Player
* @author Peer Ole Wachtel
*/
public void setEnemy(Player enemy) {
this.enemy = enemy;
}
/**
* sets the name of this player
* @param name the name of this player
* @author Luca Conte
*/
public void setName(String name) {
this.name = name;
}
/**
* returns the name of this player
* @return the name of this player
* @author Luca Conte
*/
public String getName() {
return this.name;
}
/**
* returns the board of this player
* @return the board of this player
* @author Lucas Bronson
*/
public Board getBoard() {
return this.board;
}
/**
* marks the player as ready by sending their coin to the enemy player
* calls determineCoinToss if the enemy coin has already been received
* @author Luca Conte
*/
public void ready() {
this.enemy.receiveCoin(this.myCoin);
this.sentCoin = true;
@ -57,6 +91,11 @@ public abstract class Player {
}
};
/**
* determines the result of the coin toss
* this method does nothing if either player is not ready yet or has not yet sent their coin
* @author Luca Conte, Peer Ole Wachtel
*/
protected void determineCoinToss() {
if (!this.sentCoin || this.myCoin == null || !this.hasReceivedCoin || this.enemy.myCoin == null) return;
boolean result = this.enemy.myCoin ^ this.myCoin; // XOR
@ -68,13 +107,60 @@ public abstract class Player {
GameController.getMainFrame().refreshGameBoard();
}
/**
* receives the coin toss from the enemy player
* @param coin the coin of the enemy player
* @author Peer Ole Wachtel
*/
public abstract void receiveCoin(boolean coin);
/**
* returns whether the game this player is in has started, meaning both players are ready and have sent their coins
* @return the game's running state
* @author Luca Conte
*/
public boolean isGameRunning() {
return this.gameRunning;
}
/**
* returns whether this player is ready and has sent their coin to the enemy player
* @return the player's ready state
*/
public boolean isReady() {
return this.sentCoin;
}
/**
* removes connections to the enemy and its board as well as setting myTurn and gameRunning to false
* this stops the AI Players from making more moves and allows the garbage collector to remove the boards
* and players
*
* This method should be called at the end of a game
* This method should be called at the end of a game
*
* @author Luca Conte
*/
public void destroy() {
this.myTurn = false;
this.gameRunning = false;
this.board = null;
this.enemy = null;
}
public void win() {
GameController.getMainFrame().showPanelWin("", this);
}
public void lose() {
GameController.getMainFrame().showPanelLose("", this);
}
public void withdraw() {
this.enemy.receiveWithdraw();
this.lose();
}
public void receiveWithdraw(){
this.win();
}
}

View File

@ -2,10 +2,26 @@ public class Point {
private int x;
private int y;
/**
* initialises a point using X and Y coordinates starting at 0
* @param x the x coordinate of the point starting at 0
* @param y the y coordinate of the point starting at 0
*/
public Point (int x, int y) {
this.setX(x);
this.setY(y);
}
/**
* initialises a Point using a coordinate provided in the format of a letter followed by a number
* this coordinate is checked using `isValidSyntax`
* If the coordinate is not in a valid syntax, an `IllegalArgumentException` will be thrown, stating as such
* The number part of the coordinate starts at 1 instead of 0 so for example, the
* string A1 will result in the X and Y coordinates of (0, 0)
* @param str the coordinate in alphanumeric format
* @throws IllegalArgumentException if the coordinate is invalid according to `isValidSyntax`
* @author Peer Ole Wachtel, Luca Conte
*/
public Point (String str) {
if (Point.isValidSyntax(str)) {
this.setX(str.charAt(0));
@ -15,34 +31,78 @@ public class Point {
}
}
/**
* returns this point as a string in its alphanumeric format
* @return this point as a string in its alphanumeric format
* @author Luca Conte, Peer Ole Wachtel
*/
@Override
public String toString() {
return (char) ('A' + this.x) + String.valueOf(this.y + 1);
}
/**
* returns the X coordinate of the point starting at 0
* @return the X coordinate of the point starting at 0
* @author Peer Ole Wachtel
*/
public int getX() {
return x;
}
/**
* returns the Y coordinate of the point starting at 0
* @return the Y coordinate of the point starting at 0
* @author Peer Ole Wachtel
*/
public int getY() {
return y;
}
/**
* sets the X coordinate of the point starting at 0
* @param x the X coordinate of the point starting at 0
* @author Peer Ole Wachtel
*/
public void setX(int x) {
this.x = x;
}
/**
* sets the Y coordinate of the point starting at 0
* @param y the Y coordinate of the point starting at 0
* @author Peer Ole Wachtel
*/
public void setY(int y) {
this.y = y;
}
/**
* sets the X coordinate of the from its character value in alphanumeric form
* @param c the character to be transformed into
* @author Peer Ole Wachtel
*/
public void setX(char c) {
this.x = c - 'A';
}
/**
* checks whether a string is a valid alphanumeric point coordinate
* @param str the string to be tested
* @return whether the string is valid according to the regular expression `^[A-Z]\\d+$`
* @author Peer Ole Wachtel
*/
public static boolean isValidSyntax(String str) {
return str.matches("^[A-Z]\\d+$");
}
/**
* returns whether two points are equal
* two points with equivalent coordinates are considered equal
* @param o the other object/Point to compare this one to
* @return whether the objects are equal
* @author Luca Conte
*/
@Override
public boolean equals(Object o) {
if (this == o) return true;
@ -52,6 +112,13 @@ public class Point {
return p.getX() == this.getX() && p.getY() == this.getY();
}
/**
* determines whether two points are neighbours
* points are considered neighbours if their positions are equal or within a difference of 1 on both X and Y axis
* @param other the point to check for neighbourship
* @return whether the points are neighbours
* @author Luca Conte
*/
public boolean neighbours(Point other) {
if (other == null) return false;
return (int)Math.abs(this.getX() - other.getX()) <= 1 && (int)Math.abs(this.getY() - other.getY()) <= 1;

View File

@ -6,43 +6,51 @@ import java.util.List;
record ShipData (int size, String name){}
public class Ship {
static List<List<ShipData>> semeterList = Arrays.asList(Arrays.asList(
new ShipData(2, "PRG 1"),
new ShipData(2, "GDI"),
new ShipData(2, "MAT 1"),
new ShipData(2, "THI"),
new ShipData(4, "STP"),
new ShipData(6, "ENG")),
Arrays.asList(
new ShipData(2, "PRG 2"),
new ShipData(2, "DBS 1"),
new ShipData(2, "MAT 2"),
new ShipData(2, "STA"),
new ShipData(2, "AUD")),
Arrays.asList(
new ShipData(2, "PRG 3"),
new ShipData(2, "DBS 2"),
new ShipData(2, "MAT 3"),
new ShipData(2, "BSN 1"),
new ShipData(4, "PRP"),
new ShipData(6, "BWL")),
Arrays.asList(
new ShipData(2, "WEB"),
new ShipData(2, "SE 1"),
new ShipData(2, "CG 1"),
new ShipData(2, "BSN 2"),
new ShipData(4, "SEM"),
new ShipData(6, "E BWL")),
Arrays.asList(
new ShipData(2, "WPF 1"),
new ShipData(2, "SE 2"),
new ShipData(2, "CG 2"),
new ShipData(2, "PXP 1"),
new ShipData(6, "EF 1")),
Arrays.asList(
new ShipData(2, "WPF 2"),
new ShipData(1, "PXP 2"),
new ShipData(8, "BAA"))
static List<List<ShipData>> semeterList =
Arrays.asList(
Arrays.asList(
new ShipData(2, "PRG 1"),
new ShipData(2, "GDI"),
new ShipData(2, "MAT 1"),
new ShipData(2, "THI"),
new ShipData(4, "STP"),
new ShipData(6, "ENG")
),
Arrays.asList(
new ShipData(2, "PRG 2"),
new ShipData(2, "DBS 1"),
new ShipData(2, "MAT 2"),
new ShipData(2, "STA"),
new ShipData(2, "AUD")
),
Arrays.asList(
new ShipData(2, "PRG 3"),
new ShipData(2, "DBS 2"),
new ShipData(2, "MAT 3"),
new ShipData(2, "BSN 1"),
new ShipData(4, "PRP"),
new ShipData(6, "BWL")
),
Arrays.asList(
new ShipData(2, "WEB"),
new ShipData(2, "SE 1"),
new ShipData(2, "CG 1"),
new ShipData(2, "BSN 2"),
new ShipData(4, "SEM"),
new ShipData(6, "E BWL")
),
Arrays.asList(
new ShipData(2, "WPF 1"),
new ShipData(2, "SE 2"),
new ShipData(2, "CG 2"),
new ShipData(2, "PXP 1"),
new ShipData(6, "EF 1")
),
Arrays.asList(
new ShipData(2, "WPF 2"),
new ShipData(1, "PXP 2"),
new ShipData(8, "BAA")
)
);
private int size;
@ -52,6 +60,12 @@ public class Ship {
private int hitsOnMe;
private boolean sunk;
/**
* initialises a Ship with a given size and name
* @param size the size of the ship
* @param name the name of the ship
* @author Peer Ole Wachtel
*/
public Ship (int size, String name) {
this.size = size;
this.name = name;
@ -61,10 +75,23 @@ public class Ship {
this.sunk = false;
}
/**
* resets the position of this ship
* @author Luca Conte
*/
public void resetPosition() {
this.position = null;
}
/**
* sets the position of this ship, provided it is valid
* @param pos the position to move the ship to
* @param horizontal whether the ship is horizontal or not
* @param shipsList the list of other ships on this board. It will be checked whether the ship is touching any of them
* @param boardSize the size of the board the ship is to be placed on
* @return true if the position was set successfully. false if the ship is out of the bounds of the board or touches a different ship
* @author Luca Conte
*/
public boolean setPosition(Point pos, boolean horizontal, List<Ship> shipsList, int boardSize) {
if (!this.checkValidPlacement(pos, horizontal, shipsList, boardSize)) return false;
@ -74,6 +101,15 @@ public class Ship {
return true;
}
/**
* checks whether a position is valid for ship placement
* @param pos the position to check the ship placement at
* @param horizontal whether the ship is to be placed horizontally or not
* @param shipsList the list of other ships on this board. It will be checked whether the ship is touching any of them
* @param boardSize the size of the board the ship is to be placed on
* @return true if the position is valid. false if the ship is out of the bounds of the board or touches a different ship
* @author Florian Hantzschel, Peer Ole Wachtel, Luca Conte
*/
public boolean checkValidPlacement(Point pos, boolean horizontal, List<Ship> shipsList, int boardSize) {
// ueberpruefe boundaries
if (pos.getX() < 0 || pos.getY() < 0 || pos.getX() >= boardSize || pos.getY() >= boardSize) {
@ -122,7 +158,11 @@ public class Ship {
}
/**
* Returns the Points on the ship if it were to be placed at positino `pos` in orientation defined by `horizontal`
* Returns the Points on the ship if it were to be placed at position `pos` in orientation defined by `horizontal`
* @param pos the position where the ship should be placed
* @param horizontal whether the ship should be placed horizontally
* @return a list of points the ship would occupy, were it placed at position `pos` in orientation `horizontal`
* @author Florian Hantzschel, Luca Conte
*/
public List<Point> getVirtualOccupiedPoints(Point pos, boolean horizontal) {
List<Point> points = new ArrayList<>();
@ -137,23 +177,30 @@ public class Ship {
return points;
}
/**
* Returns the Points the ship occupies
* @return a list of points the ship occupies
* @author Florian Hantzschel, Luca Conte
*/
public List<Point> getOccupiedPoints() {
List<Point> points = new ArrayList<>();
if (this.position == null) {
return points;
}
for (int i = 0; i < this.size; i++) {
int x = this.horizontal ? this.position.getX() + i : this.position.getX();
int y = this.horizontal ? this.position.getY() : this.position.getY() + i;
points.add(new Point(x, y));
}
return points;
return this.getVirtualOccupiedPoints(this.position, this.horizontal);
}
/**
* returns the position of this ship
* @return the position of this ship
* @author Peer Ole Wachte
*/
public Point getPosition() {
return position;
}
/**
* checks whether the ship occupies a certain point
* @param pos the point to be checkd
* @return whether the point provided is one of the points occupied by the ship
* @author Peer Ole Wachtel, Lucas Bronson
*/
public boolean isShipOnPos(Point pos){
if(this.position == null){
return false;
@ -165,6 +212,13 @@ public class Ship {
return false;
}
/**
* "shoots" this ship.
* @return a hit response, depending on whether the ship was hit or not. If the amount of times
* the ship was hit is greater or equal to the size of the ship, the ship is considered sunk.
* @param pos the point where the ship is shot
* @author Peer Ole Wachtel
*/
public HitResponseType shootOnShip(Point pos) {
if (this.isShipOnPos(pos)) {
hitsOnMe++;
@ -179,22 +233,47 @@ public class Ship {
}
}
/**
* returns whether the ship has been sunk or not
* @return whether the ship has been sunk or not
* @author Peer Ole Wachtel
*/
public boolean isSunk() {
return sunk;
}
/**
* sets the orientation of the ship
* @param horizontal whether the ship is to be placed in a horizontal orientation
* @author Lucas Bronson
*/
public void setHorizontal(boolean horizontal) {
this.horizontal = horizontal;
}
/**
* returns the size of the ship
* @return the size of the ship
* @author Lucas Bronson
*/
public int getSize() {
return size;
}
/**
* returns the name of the ship
* @return the name of the ship
* @author Lucas Bronson
*/
public String getName() {
return name;
}
//potentiell falsch neu
/**
* returns whether the ship has been placed or not
* @return whether the ship has been placed or not
* @author Lucas Bronson
*/
public boolean isPlaced(){
return this.position != null;
}

View File

@ -1,17 +1,37 @@
import java.util.Arrays;
import java.util.List;
/**
* @author Luca Conte
*/
public class SocketPackage {
private String name = "";
private String data = "";
/**
* initialises a socket package by prividing a package name and data
* @param name the name of the package
* @param data the data of the package
* @author Luca Conte
*/
public SocketPackage(String name, String data) {
this.setName(name);
this.setData(data);
}
/**
* initialises an empty socket package
* @author Luca Conte
*/
public SocketPackage() {
this("","");
}
/**
* initialises a socket package from a message
* the message is parsed according to https://github.com/lgc-4/ProgProjekt-Netzwerkstandard
* @param message the message to be parsed
* @author Luca Conte
*/
public SocketPackage(String message) {
if (message.length() <= 0) {
throw new IllegalArgumentException("Socket message cannot be empty.");
@ -25,24 +45,50 @@ public class SocketPackage {
}
}
/**
* sets the package name
* the name is always stored in upper case
* @param name the new name of the package
* @author Luca Conte
*/
public void setName(String name) {
if (name == null) name = "";
this.name = name.toUpperCase();
}
/**
* sets the package data
* @param name the new data of the package
* @author Luca Conte
*/
public void setData(String data) {
if (data == null) data = "";
this.data = data;
}
/**
* returns the name of the package
* @return the name of the package
* @author Luca Conte
*/
public String getName() {
return this.name;
}
/**
* returns the data of the package
* @return the data of the package
* @author Luca Conte
*/
public String getData() {
return this.data;
}
/**
* parses the package into a string according to https://github.com/lgc-4/ProgProjekt-Netzwerkstandard
* the package name and data are joined using a space " " `0x20`
* @return the package in string format
*/
public String toString() {
if (this.data == null || this.data.length() == 0) {
return this.name;
@ -51,6 +97,11 @@ public class SocketPackage {
}
}
/**
* returns the data string as a list, split at every space " " `0x20`
* @return the data string as a list, split at every space " " `0x20`
* @author Luca Conte
*/
public List<String> splitData() {
return Arrays.asList(this.data.split(" "));
}

View File

@ -69,9 +69,9 @@ public class SoundHandler {
}
/**
* Fügt Sound zu Soundliste hinzu (aktuell unbenutzt)
* @param soundName Name des hinzuzufügenden Sound
* @param path
* fügt einen neuen Sound zum SoundHanlder hinzu
* @param soundName der intern zu verwendende Name des Sounds
* @param path der Dateipfad zur Sound Datei
* @author Ole Wachtel
*/
static void add(String soundName, String path){
@ -79,8 +79,8 @@ public class SoundHandler {
}
/**
* Stellt Sound auf stumm/laut
* @param sound
* schaltet den Ton an oder aus
* @param sound ob der sound an ist
* @author Ole Wachtel
*/
static void setSoundOn(boolean sound){

View File

@ -1,6 +1,14 @@
/**
* Diese Klasse implementiert den Einfachsten Ki Spieler.
* @author Florian Alexy und Florian Hantzschel
* */
public class SpecificAiPlayerEasy extends AiPlayer{
/**
* Bein einfachen Ki Spieler wird nur der AiPlayer initialisiert und der Name gesetzt,
* da in der Eltern-Klasse AiPlayer eine default implementierung für alle Methoden existieren.
* @author Florian Alexy und Florian Hantzschel
*/
public SpecificAiPlayerEasy() {
super();
this.setName("AI Player Easy");

View File

@ -1,15 +1,34 @@
/**
* Diese Klasse implementiert den Harten Ki Spieler.
* @author Florian Alexy und Florian Hantzschel
* */
import java.util.ArrayList;
import java.util.Random;
// import java.util.Random; wird nicht mehr verwendet
public class SpecificAiPlayerHard extends AiPlayer{
private int gridSize;
private boolean[][] shotsFired;
private final ArrayList<Point> hitQueue;
private final Random random;
//private final Random random; wird nicht mehr verwendet
private int nextChessRow;
private int nextChessCol;
// Enum für die Orientierung
private enum Orientierung {
UNBEKANNT,
HORIZONTAL,
VERTIKAL
}
private Orientierung orientierung;
private Point firstHit; // Speichert den ersten Treffer zur Bestimmung der Orientierung
/**
* Eltern-Klasse wird initialisiert und alle lokalen variablen,
* die gesetzt werden können, werden initialisiert.
* @author Florian Alexy und Florian Hantzschel
*/
public SpecificAiPlayerHard() {
super();
this.setName("AI Player Hard");
@ -17,32 +36,43 @@ public class SpecificAiPlayerHard extends AiPlayer{
this.shotsFired = new boolean[gridSize][gridSize];*/
this.gridSize = 0;
this.hitQueue = new ArrayList<>();
this.random = new Random();
//this.random = new Random(); wird nicht mehr verwendet
this.nextChessRow = 0;
this.nextChessCol = 0;
this.orientierung = Orientierung.UNBEKANNT;
this.firstHit = null;
}
// Checks if a position has already been shot at
/**
* Prüft, ob auf den punkt schonmal geschossen wurde.
* @param p zu prüfender Punkt
* @return boolean
* @author Florian Alexy und Florian Hantzschel
*/
public boolean alreadyShot(Point p) {
return shotsFired[p.getX()][p.getY()];
}
// Generates the next move for the AI
/**
* Bestimmt den nächsten punkt, der beschossen werden soll.
* @return Position
* @author Florian Alexy und Florian Hantzschel
*/
public Point getNextMove() {
if(gridSize == 0) {
this.gridSize = super.board.getSize();
this.shotsFired = new boolean[gridSize][gridSize];
}
// If there are hits to process, prioritize those
// Wenn wir noch Treffer in der Queue haben, diese priorisieren
while (!hitQueue.isEmpty()) {
Point target = hitQueue.remove(0);
Point target = hitQueue.remove(0);
if (!alreadyShot(target)) {
shotsFired[target.getX()][target.getY()] = true;
return target;
}
}
// Otherwise, use chess pattern targeting
// Ansonsten weiterhin "Schachbrettmuster"
int row = nextChessRow;
int col = nextChessCol;
while (alreadyShot(new Point(row, col))) {
@ -55,16 +85,122 @@ public class SpecificAiPlayerHard extends AiPlayer{
advanceChessPattern();
return new Point(row, col);
}
/**
* Nachdem receiveShoot beim gegner den schuss verarbeitet hat,
* wird diese Methode mit der antwort aufgerufen.
* @param hitResponse the hitresponse
* @author Florian Alexy und Florian Hantzschel
*/
@Override
public synchronized void receiveHit(HitResponse hitResponse) {
super.receiveHit(hitResponse);
// If it's a hit or sunk, add adjacent cells to the hitsQueue
// Wenn es ein Treffer ist, Adjacent-Punkte hinzufügen
if (hitResponse.getHitResponse() == HitResponseType.HIT) {
addAdjacentPoints(hitResponse.getPoint());
Point hitPoint = hitResponse.getPoint();
// Wenn wir noch keinen ersten Treffer haben, speicher ihn
if (firstHit == null) {
firstHit = hitPoint;
// Orientierung noch unbekannt: alle möglichen Richtungen hinzufügen
addAdjacentPoints(hitPoint);
} else {
// Wenn Orientierung noch nicht bestimmt, jetzt prüfen
if (this.orientierung == Orientierung.UNBEKANNT) {
// Prüfen, ob der zweite Treffer horizontal oder vertikal liegt
if (firstHit.getY() == hitPoint.getY()) {
this.orientierung = Orientierung.VERTIKAL;
} else if (firstHit.getX() == hitPoint.getX()) {
this.orientierung = Orientierung.HORIZONTAL;
}
// Sobald die Orientierung erkannt wurde, entferne alle unpassenden Punkte
if (this.orientierung != Orientierung.UNBEKANNT) {
cleanUpHitQueue();
}
}
// Für den aktuellen Treffer nur in passender Orientierung erweitern
addPointsByOrientation(hitPoint);
}
} else if (hitResponse.getHitResponse() == HitResponseType.SUNK) {
this.orientierung = Orientierung.UNBEKANNT;
firstHit = null;
hitQueue.clear();
}
}
/**
* Entfernt aus der hitQueue alle Punkte, die nicht der erkannten Orientierung entsprechen.
* @author Florian Alexy und Florian Hantzschel
*/
private void cleanUpHitQueue() {
if (firstHit == null || this.orientierung == Orientierung.UNBEKANNT) {
return;
}
ArrayList<Point> toRemove = new ArrayList<>();
for (Point p : hitQueue) {
if (this.orientierung == Orientierung.HORIZONTAL) {
// HORIZONTAL => gleiche Zeile wie firstHit
if (p.getX() != firstHit.getX()) {
toRemove.add(p);
}
} else if (this.orientierung == Orientierung.VERTIKAL) {
// VERTICAL => gleiche Spalte wie firstHit
if (p.getY() != firstHit.getY()) {
toRemove.add(p);
}
}
}
hitQueue.removeAll(toRemove);
}
/**
* Fügt benachbarte Felder in der erkannten Orientierung hinzu.
* Ist die Orientierung HORIZONTAL, so werden nur links/rechts hinzugefügt.
* Ist sie VERTICAL, so werden nur oben/unten hinzugefügt.
* @author Florian Alexy und Florian Hantzschel
*/
private void addPointsByOrientation(Point point) {
if (this.orientierung == Orientierung.UNBEKANNT) {
// Fallback: füge alle benachbarten Punkte hinzu
addAdjacentPoints(point);
return;
}
int x = point.getX();
int y = point.getY();
if (this.orientierung == Orientierung.HORIZONTAL) {
// Gleiche Zeile => links und rechts vom Point
Point left = new Point(x, y - 1);
Point right = new Point(x, y + 1);
if (isValidPoint(left) && !alreadyShot(left) && !hitQueue.contains(left)) {
hitQueue.add(left);
}
if (isValidPoint(right) && !alreadyShot(right) && !hitQueue.contains(right)) {
hitQueue.add(right);
}
} else if (this.orientierung == Orientierung.VERTIKAL) {
// Gleiche Spalte => oben und unten
Point up = new Point(x - 1, y);
Point down = new Point(x + 1, y);
if (isValidPoint(up) && !alreadyShot(up) && !hitQueue.contains(up)) {
hitQueue.add(up);
}
if (isValidPoint(down) && !alreadyShot(down) && !hitQueue.contains(down)) {
hitQueue.add(down);
}
}
}
/**
* Diese Methode erweitert die hitsQueue um die umliegenden Punkte die Schiffe seien könnten.
* @param point
* @author Florian Alexy und Florian Hantzschel
*/
private void addAdjacentPoints(Point point) {
int x = point.getX();
int y = point.getY();
@ -83,18 +219,29 @@ public class SpecificAiPlayerHard extends AiPlayer{
}
}
}
/**
* Die Methode gibt zurück, ob eine Position auf dem Board ist. (Boolean)
* @param point Punkt der geprüft werden soll
* @return Ist auf dem Board oder nicht.
* @author Florian Alexy und Florian Hantzschel
*/
private boolean isValidPoint(Point point) {
return point.getX() >= 0 && point.getX() < gridSize &&
point.getY() >= 0 && point.getY() < gridSize;
}
/**
* Ki Methode um zu schießen.
* @author Florian Alexy und Florian Hantzschel
*/
@Override
public void aiShoot() {
this.enemy.receiveShoot(getNextMove());
}
// Advances the chess pattern to the next cell
/**
* Die Zeilen und spalten variable wird hier angepasst, sodass beim nächsten schuss im Muster geschossen wird.
* @author Florian Alexy und Florian Hantzschel
*/
private void advanceChessPattern() {
nextChessCol += 2;
if (nextChessCol >= gridSize) {

View File

@ -1,22 +1,42 @@
/**
* Diese Klasse implementiert den Medium Ki Spieler.
* @author Florian Alexy und Florian Hantzschel
* */
import java.util.ArrayList;
import java.util.List;
public class SpecificAiPlayerMedium extends AiPlayer{
/**
* Liste an Punkten die beschossen werden sollen. (Mögliche weitere Segmente vom schiff)
*/
private List<Point> hitsQueue = new ArrayList<>();
/**
* Eltern-Klasse wird initialisiert und der Name wird gesetzt.
* @author Florian Alexy und Florian Hantzschel
*/
public SpecificAiPlayerMedium() {
super();
this.setName("AI Player Medium");
}
/**
* Ki Methode um zu schießen.
* @author Florian Alexy und Florian Hantzschel
*/
@Override
public void aiShoot() {
Point nextShot = ComputeNextShot();
// Shoot at the enemy and receive the hit response
enemy.receiveShoot(nextShot);
}
/**
* Nachdem receiveShoot beim gegner den schuss verarbeitet hat,
* wird diese Methode mit der antwort aufgerufen.
* @param hitResponse the hitresponse
* @author Florian Alexy und Florian Hantzschel
*/
@Override
public synchronized void receiveHit(HitResponse hitResponse) {
super.receiveHit(hitResponse);
@ -26,6 +46,11 @@ public class SpecificAiPlayerMedium extends AiPlayer{
}
}
/**
* Die Methode bestimmt welche Position als nächstes beschossen werden soll.
* @return
* @author Florian Alexy und Florian Hantzschel
*/
public Point ComputeNextShot() {
Point nextShot;
@ -45,6 +70,11 @@ public class SpecificAiPlayerMedium extends AiPlayer{
return nextShot;
}
/**
* Diese Methode erweitert die hitsQueue um die umliegenden Punkte die Schiffe seien könnten.
* @param point
* @author Florian Alexy und Florian Hantzschel
*/
private void addAdjacentPoints(Point point) {
int x = point.getX();
int y = point.getY();
@ -64,12 +94,24 @@ public class SpecificAiPlayerMedium extends AiPlayer{
}
}
/**
* Diese Methode gibt zurück, ob eine Position schon beschossen wurde. (Boolean)
* @param p Punkt der geprüft werden soll
* @return wurde schon beschossen oder nicht.
* @author Florian Alexy und Florian Hantzschel
*/
private boolean alreadyShot(Point p) {
return this.enemy.board.getHitResponseOnPoint(p) != null;
}
/**
* Die Methode gibt zurück, ob eine Position auf dem Board ist. (Boolean)
* @param point Punkt der geprüft werden soll
* @return Ist auf dem Board oder nicht.
* @author Florian Alexy und Florian Hantzschel
*/
private boolean isValidPoint(Point point) {
return point.getX() >= 0 && point.getX() < board.getSize() &&
point.getY() >= 0 && point.getY() < board.getSize();